Fiveable
Fiveable
AP Computer Science A

💻ap computer science a review

2.1 Objects: Instances of Classes

Verified for the 2025 AP Computer Science A examLast Updated on June 18, 2024

Object-oriented programming forms the foundation of Java development, allowing programmers to create reusable code structures that model real-world concepts. Understanding the relationship between classes and objects is essential for writing efficient, maintainable Java programs. This guide explores how classes serve as blueprints for objects and how objects function as specific instances of those classes.


Classes and Objects: The Foundation of Java

What is an Object?

An object is a specific instance of a class with defined attributes. Think of an object as a concrete example of a concept defined by its class. For example, if "Car" is a class, then "my red Toyota Camry" is an object—a specific instance of the Car class.

Objects have:

  • State: The data or attributes stored in the object
  • Behavior: The actions the object can perform (methods)
  • Identity: A unique identifier that distinguishes it from other objects
// Creating a String object
String greeting = new String("Hello, world!");

// Creating a Scanner object
Scanner input = new Scanner(System.in);

// Creating a Random object
Random generator = new Random();

What is a Class?

A class is the formal implementation, or blueprint, of the attributes and behaviors of an object. It defines:

  • What data an object can store (instance variables)
  • What operations can be performed on that data (methods)
  • How the object is created (constructors)

Important Definitions:

  • Constructor: a special method within a class that is used to initialize objects of that class. It is called automatically when an object is created and helps set initial values for its attributes.
  • System.out.printIn(): a Java statement used to display output on the console. It prints the specified message or value and adds a new line character at the end.
// Example of a simple class definition
public class Student {
    // Attributes (instance variables)
    private String name;
    private int grade;
    private double gpa;
    
    // Constructor
    public Student(String studentName, int studentGrade) {
        name = studentName;
        grade = studentGrade;
        gpa = 0.0;
    }
    
    // Methods (behaviors)
    public void study() {
        System.out.println(name + " is studying.");
        gpa += 0.1;
    }
    
    public void displayInfo() {
        System.out.println("Name: " + name);
        System.out.println("Grade: " + grade);
        System.out.println("GPA: " + gpa);
    }
}

The Class-Object Relationship

The relationship between a class and an object can be understood through several analogies:

  • Class is to Object as Blueprint is to House
  • Class is to Object as Recipe is to Dish
  • Class is to Object as Template is to Document

Creating Objects from Classes

Objects are created from classes using the new keyword, which:

  1. Allocates memory for the new object
  2. Initializes the object's attributes
  3. Returns a reference to the object
// Creating a Student object
Student alice = new Student("Alice Smith", 11);

// Creating another Student object
Student bob = new Student("Bob Johnson", 10);

In this example:

  • Student is the class (blueprint)
  • alice and bob are objects (instances) of the Student class
  • Both objects have the same structure (as defined by the class) but can store different data

Object References

In Java, variables of object types don't actually contain the object itself. Instead, they contain a reference (essentially an address) to the object in memory:

Student student1 = new Student("Charlie Brown", 9);
Student student2 = student1; // student2 now refers to the same object as student1

In this code:

  • student1 refers to a Student object for "Charlie Brown"
  • student2 refers to the exact same object (not a copy)
  • Changes made through either variable will affect the same object

Benefits of the Class-Object Model

The class-object model provides several advantages:

  1. Reusability: Once a class is defined, you can create as many objects as needed
  2. Encapsulation: Classes can hide implementation details while exposing only necessary functionality
  3. Modularity: Programs can be built from independent, interchangeable components
  4. Maintainability: Changes to a class automatically apply to all objects of that class

Working with Objects

Using Methods on Objects

Objects can perform actions through method calls:

// Creating a Student object
Student david = new Student("David Wilson", 12);

// Calling methods on the object
david.study();        // David is studying
david.displayInfo();  // Displays David's information

Objects in Memory

Each object has its own separate set of instance variables in memory. When multiple objects are created from the same class:

Student student1 = new Student("Eva", 10);
Student student2 = new Student("Frank", 11);

These objects:

  • Share the same method code (defined in the class)
  • Have separate memory spaces for their instance variables
  • Can have different values for their instance variables

Remember that classes define the structure and behavior, while objects represent specific instances with their own unique state. Understanding this relationship is fundamental to Java programming and will become increasingly important as you work with more complex programs.

Key Terms to Review (8)

Class: A class is a blueprint or template for creating objects in object-oriented programming. It defines the properties and behaviors that an object of that class will have.
Constructor: A constructor is a special method within a class that is used to initialize objects of that class. It is called automatically when an object is created and helps set initial values for its attributes.
Instance Variables: Instance variables are variables declared within a class but outside any method. They hold unique values for each instance (object) of the class and define the state or characteristics of an object.
Objects: Objects are instances of a class that represent real-world entities or concepts. They encapsulate data (attributes) and behavior (methods) into a single entity.
Object-Oriented Programming: Object-oriented programming is a programming paradigm that organizes code into objects, which are instances of classes. It focuses on creating reusable and modular code by encapsulating data and behavior together.
Primitive data types: Primitive data types are basic data types that are built into a programming language and represent simple values. They include integers, floating-point numbers, characters, booleans, and more.
Reference Type: A reference type is a data type that stores the memory address of an object rather than the actual value. It allows multiple variables to refer to the same object, and changes made to one variable will affect all other variables referencing that object.
System.out.println: System.out.println is a Java statement used to display output on the console. It prints the specified message or value and adds a new line character at the end.